Flexi - fractal jellyfish [moebius mix].milk 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413
  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=3.000000
  7. fGammaAdj=1.000
  8. fDecay=0.500
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=3
  12. nWaveMode=0
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=1
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.009
  26. fWaveScale=0.983
  27. fWaveSmoothing=0.000
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=1.200
  30. fModWaveAlphaEnd=1.200
  31. fWarpAnimSpeed=0.010
  32. fWarpScale=100.000
  33. fZoomExponent=0.19913
  34. fShader=0.000
  35. zoom=1.00000
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01359
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.000
  45. wave_g=0.000
  46. wave_b=0.040
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.005
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=1.000
  54. ib_size=0.500
  55. ib_r=1.000
  56. ib_g=1.000
  57. ib_b=1.000
  58. ib_a=0.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.850
  64. mv_r=0.500
  65. mv_g=0.500
  66. mv_b=0.500
  67. mv_a=0.000
  68. b1n=0.000
  69. b2n=0.000
  70. b3n=0.000
  71. b1x=1.000
  72. b2x=1.000
  73. b3x=1.000
  74. b1ed=0.250
  75. wavecode_0_enabled=0
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=1.00000
  83. wavecode_0_smoothing=0.50000
  84. wavecode_0_r=0.000
  85. wavecode_0_g=1.000
  86. wavecode_0_b=1.000
  87. wavecode_0_a=1.000
  88. wave_0_per_frame1=q1 = below(rand(100),4 + 10*(treb+mid+bass));
  89. wave_0_per_point1=it = (it + 1)*above(sample,0)*below(it,53);
  90. wave_0_per_point2=ita = (ita + equal(it,0))*above(sample,0);
  91. wave_0_per_point3=
  92. wave_0_per_point4=sw = 1-equal(it,0)*equal(ita,0);
  93. wave_0_per_point5=swi = (equal(lr,9) + equal(lr,5))*equal(it,0)*equal(ita,4);
  94. wave_0_per_point6=xv = if(sw - swi,xv,rand(1001)*.001*.8);
  95. wave_0_per_point7=mx = xv + ita*.025;
  96. wave_0_per_point8=my = if(sw - swi,my,rand(1001)*.001*.975);
  97. wave_0_per_point9=
  98. wave_0_per_point10=sz = .01;
  99. wave_0_per_point11=vx = above(it,1)*below(it,39) + above(it,12)*below(it,28) - equal(it,20) + equal(it,46) + equal(it,51) + equal(it,41) - equal(it,15) - equal(it,25) + equal(it,10) + equal(it,30) - equal(it,4) - equal(it,36);
  100. wave_0_per_point12=vy = above(it,17)*below(it,49) + above(it,22)*below(it,44) - equal(it,33) + equal(it,7) + equal(it,51) + equal(it,15) - equal(it,41) - equal(it,25) + equal(it,4) + equal(it,10) - equal(it,36) - equal(it,30);
  101. wave_0_per_point13=
  102. wave_0_per_point14=sa = equal(ita,0)*13 + equal(ita,1)*9 + equal(ita,2)*12 + equal(ita,3)*11 + equal(ita,4)*4 + equal(ita,5)*18 + equal(ita,6)*15 + equal(ita,7)*16;
  103. wave_0_per_point15=sb = equal(ita,0)*11 + equal(ita,1)*9 + equal(ita,2)*12 + equal(ita,3)*12;
  104. wave_0_per_point16=sc = equal(ita,0)*4 + equal(ita,1)*15 + equal(ita,3)*4 + equal(ita,4)*18 + equal(ita,5)*21 + equal(ita,6)*7 + equal(ita,7)*19;
  105. wave_0_per_point17=sd = equal(ita,0)*12 + equal(ita,1)*15 + equal(ita,2)*22 + equal(ita,3)*5;
  106. wave_0_per_point18=se = equal(ita,0)*8 + equal(ita,1)*1 + equal(ita,2)*20 + equal(ita,3)*5;
  107. wave_0_per_point19=sf = equal(ita,0)*6 + equal(ita,1)*5 + equal(ita,2)*1 + equal(ita,3)*18 + equal(ita,5)*10 + equal(ita,6)*15 + equal(ita,7)*25;
  108. wave_0_per_point20=sg = equal(ita,0)*1 + equal(ita,1)*14 + equal(ita,2)*7 + equal(ita,3)*5 + equal(ita,4)*18;
  109. wave_0_per_point21=sh = equal(ita,0)*19 + equal(ita,1)*21 + equal(ita,2)*18 + equal(ita,3)*16 + equal(ita,4)*18 + equal(ita,5)*9 + equal(ita,6)*19 + equal(ita,7)*5;
  110. wave_0_per_point22=si = equal(ita,0)*8 + equal(ita,1)*1 + equal(ita,2)*16 + equal(ita,3)*16 + equal(ita,4)*25;
  111. wave_0_per_point23=sj = equal(ita,0)*25 + equal(ita,1)*5 + equal(ita,2)*19 + equal(ita,6)*14 + equal(ita,7)*15;
  112. wave_0_per_point24=
  113. wave_0_per_point25=lr = if(sw,lr,rand(10));
  114. wave_0_per_point26=let = equal(lr,0)*sa + equal(lr,1)*sb + equal(lr,2)*sc + equal(lr,3)*sd + equal(lr,4)*se + equal(lr,5)*sf + equal(lr,6)*sg + equal(lr,7)*sh + equal(lr,8)*si + equal(lr,9)*sj;
  115. wave_0_per_point27=
  116. wave_0_per_point28=va = equal(let,23) + equal(let,24) + equal(let,26);
  117. wave_0_per_point29=vb = above(let,0)*below(let,9) + above(let,10)*below(let,19) + equal(let,21) + equal(let,23);
  118. wave_0_per_point30=vc = equal(let,1) + equal(let,2) + equal(let,5) + equal(let,6) + equal(let,8) + equal(let,11) + equal(let,16) + equal(let,18) + equal(let,19);
  119. wave_0_per_point31=vd = above(let,1)*below(let,9) + above(let,10)*below(let,24) - equal(let,20);
  120. wave_0_per_point32=ve = equal(let,13) + equal(let,14) + equal(let,24) + equal(let,25);
  121. wave_0_per_point33=vf = above(let,1)*below(let,8) + equal(let,9) + above(let,14)*below(let,21) + equal(let,26);
  122. wave_0_per_point34=vg = equal(let,1);
  123. wave_0_per_point35=vh = equal(let,9) + equal(let,20);
  124. wave_0_per_point36=vi = above(let,0)*below(let,5) - equal(let,3) + equal(let,18);
  125. wave_0_per_point37=vj = above(let,2)*below(let,8) - equal(let,4) + equal(let,9) + above(let,14)*below(let,21) - equal(let,18) + equal(let,26);
  126. wave_0_per_point38=vk = equal(let,11) + equal(let,13) + above(let,23)*below(let,27);
  127. wave_0_per_point39=vl = equal(let,8) + equal(let,10) + above(let,12)*below(let,18) + above(let,20)*below(let,24);
  128. wave_0_per_point40=vm = equal(let,1) + equal(let,2) + equal(let,8) + equal(let,16) + equal(let,18) + equal(let,19);
  129. wave_0_per_point41=vn = equal(let,1) + equal(let,7) + equal(let,8) + equal(let,10) + above(let,12)*below(let,24) - equal(let,16) - equal(let,18) - equal(let,20) - equal(let,22);
  130. wave_0_per_point42=vo = equal(let,11) + equal(let,14) + equal(let,17) + equal(let,18) + equal(let,23) + equal(let,24);
  131. wave_0_per_point43=vp = equal(let,3) + equal(let,5) + equal(let,7) + equal(let,9) + equal(let,10) + equal(let,12) + equal(let,15) + equal(let,17) + equal(let,19) + equal(let,21) + equal(let,26);
  132. wave_0_per_point44=vq = equal(let,2) + equal(let,4) + equal(let,22);
  133. wave_0_per_point45=vr = equal(let,9) + equal(let,20) + equal(let,25);
  134. wave_0_per_point46=vs = equal(let,22);
  135. wave_0_per_point47=vt = above(let,1)*below(let,13) - equal(let,6) - equal(let,8) - equal(let,11) + equal(let,15) + equal(let,17) + equal(let,19) + equal(let,21) + equal(let,26);
  136. wave_0_per_point48=
  137. wave_0_per_point49=a = if(above(it,51),0,if(above(it,49),va,if(above(it,47),vb,if(above(it,44),vc,if(above(it,42),vd,if(above(it,39),ve, if(above(it,37),vf,if(above(it,34),vg,if(above(it,31),vh,if(above(it,28),vi,if(above(it,26),vj,if(above(it,23),vk, if(above(it,21),vl,if(above(it,18),vm,if(above(it,16),vn,if(above(it,13),vo,if(above(it,11),vp,if(above(it,8),vq, if(above(it,5),vr,if(above(it,2),vs,if(it,vt,0)))))))))))))))))))));
  138. wave_0_per_point50=
  139. wave_0_per_point51=a = a*below(ita,8)*q1;
  140. wave_0_per_point52=
  141. wave_0_per_point53=x = mx + vx*sz*.75;
  142. wave_0_per_point54=y = my + vy*sz*1.5;
  143. wavecode_1_enabled=0
  144. wavecode_1_samples=512
  145. wavecode_1_sep=0
  146. wavecode_1_bSpectrum=0
  147. wavecode_1_bUseDots=0
  148. wavecode_1_bDrawThick=0
  149. wavecode_1_bAdditive=0
  150. wavecode_1_scaling=1.00000
  151. wavecode_1_smoothing=0.50000
  152. wavecode_1_r=1.000
  153. wavecode_1_g=1.000
  154. wavecode_1_b=1.000
  155. wavecode_1_a=1.000
  156. wavecode_2_enabled=0
  157. wavecode_2_samples=512
  158. wavecode_2_sep=0
  159. wavecode_2_bSpectrum=0
  160. wavecode_2_bUseDots=0
  161. wavecode_2_bDrawThick=0
  162. wavecode_2_bAdditive=0
  163. wavecode_2_scaling=1.00000
  164. wavecode_2_smoothing=0.50000
  165. wavecode_2_r=1.000
  166. wavecode_2_g=1.000
  167. wavecode_2_b=1.000
  168. wavecode_2_a=1.000
  169. wavecode_3_enabled=0
  170. wavecode_3_samples=512
  171. wavecode_3_sep=0
  172. wavecode_3_bSpectrum=0
  173. wavecode_3_bUseDots=0
  174. wavecode_3_bDrawThick=0
  175. wavecode_3_bAdditive=0
  176. wavecode_3_scaling=1.00000
  177. wavecode_3_smoothing=0.50000
  178. wavecode_3_r=1.000
  179. wavecode_3_g=1.000
  180. wavecode_3_b=1.000
  181. wavecode_3_a=1.000
  182. shapecode_0_enabled=1
  183. shapecode_0_sides=100
  184. shapecode_0_additive=1
  185. shapecode_0_thickOutline=1
  186. shapecode_0_textured=0
  187. shapecode_0_num_inst=1
  188. shapecode_0_x=0.500
  189. shapecode_0_y=0.500
  190. shapecode_0_rad=0.86644
  191. shapecode_0_ang=0.00000
  192. shapecode_0_tex_ang=0.00000
  193. shapecode_0_tex_zoom=1.00000
  194. shapecode_0_r=1.000
  195. shapecode_0_g=0.000
  196. shapecode_0_b=0.000
  197. shapecode_0_a=1.000
  198. shapecode_0_r2=0.000
  199. shapecode_0_g2=0.000
  200. shapecode_0_b2=0.000
  201. shapecode_0_a2=0.000
  202. shapecode_0_border_r=1.000
  203. shapecode_0_border_g=1.000
  204. shapecode_0_border_b=1.000
  205. shapecode_0_border_a=0.000
  206. shapecode_1_enabled=0
  207. shapecode_1_sides=5
  208. shapecode_1_additive=0
  209. shapecode_1_thickOutline=0
  210. shapecode_1_textured=1
  211. shapecode_1_num_inst=1
  212. shapecode_1_x=0.500
  213. shapecode_1_y=0.500
  214. shapecode_1_rad=0.98600
  215. shapecode_1_ang=0.00000
  216. shapecode_1_tex_ang=3.14159
  217. shapecode_1_tex_zoom=0.99979
  218. shapecode_1_r=1.000
  219. shapecode_1_g=1.000
  220. shapecode_1_b=1.000
  221. shapecode_1_a=1.000
  222. shapecode_1_r2=1.000
  223. shapecode_1_g2=1.000
  224. shapecode_1_b2=1.000
  225. shapecode_1_a2=1.000
  226. shapecode_1_border_r=1.000
  227. shapecode_1_border_g=1.000
  228. shapecode_1_border_b=1.000
  229. shapecode_1_border_a=0.000
  230. shape_1_per_frame1=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
  231. shapecode_2_enabled=0
  232. shapecode_2_sides=100
  233. shapecode_2_additive=0
  234. shapecode_2_thickOutline=0
  235. shapecode_2_textured=1
  236. shapecode_2_num_inst=1
  237. shapecode_2_x=0.900
  238. shapecode_2_y=0.500
  239. shapecode_2_rad=0.10000
  240. shapecode_2_ang=0.00000
  241. shapecode_2_tex_ang=0.00000
  242. shapecode_2_tex_zoom=1.00000
  243. shapecode_2_r=1.000
  244. shapecode_2_g=1.000
  245. shapecode_2_b=1.000
  246. shapecode_2_a=1.000
  247. shapecode_2_r2=1.000
  248. shapecode_2_g2=1.000
  249. shapecode_2_b2=1.000
  250. shapecode_2_a2=1.000
  251. shapecode_2_border_r=1.000
  252. shapecode_2_border_g=1.000
  253. shapecode_2_border_b=1.000
  254. shapecode_2_border_a=0.100
  255. shape_2_per_frame1=x = sin(time) * .4 + .5;
  256. shape_2_per_frame2=
  257. shape_2_per_frame3=
  258. shape_2_per_frame4=pow( (bass*.15),2);
  259. shapecode_3_enabled=0
  260. shapecode_3_sides=36
  261. shapecode_3_additive=1
  262. shapecode_3_thickOutline=0
  263. shapecode_3_textured=0
  264. shapecode_3_num_inst=1
  265. shapecode_3_x=0.500
  266. shapecode_3_y=0.500
  267. shapecode_3_rad=0.81623
  268. shapecode_3_ang=0.00000
  269. shapecode_3_tex_ang=0.00000
  270. shapecode_3_tex_zoom=1.00000
  271. shapecode_3_r=0.000
  272. shapecode_3_g=0.040
  273. shapecode_3_b=0.000
  274. shapecode_3_a=1.000
  275. shapecode_3_r2=0.000
  276. shapecode_3_g2=0.000
  277. shapecode_3_b2=0.000
  278. shapecode_3_a2=0.000
  279. shapecode_3_border_r=1.000
  280. shapecode_3_border_g=1.000
  281. shapecode_3_border_b=1.000
  282. shapecode_3_border_a=0.000
  283. shape_3_per_frame1=x = 1-q1;
  284. shape_3_per_frame2=y = q2;
  285. shape_3_per_frame3=x = 0.5 + (x - 0.5)*0.25;
  286. shape_3_per_frame4=y = 0.5 + (y - 0.5)*0.25;
  287. per_frame_1=//before inversion
  288. per_frame_2=scale = 1;
  289. per_frame_3=angle = time*.2;
  290. per_frame_4=translation_x = 0;
  291. per_frame_5=translation_y = 0.12;
  292. per_frame_6=
  293. per_frame_7=//complex inverted
  294. per_frame_8=iscale = 1;
  295. per_frame_9=iangle = sin(time*0.1337)*0.3;
  296. per_frame_10=itranslation_u = 0;
  297. per_frame_11=itranslation_v = 0.2;
  298. per_frame_12=
  299. per_frame_13=
  300. per_frame_14=// the möbius transformation
  301. per_frame_15=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
  302. per_frame_16=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
  303. per_frame_17=// so a/c and mu can be calculated outside of the shader
  304. per_frame_18=
  305. per_frame_19=a_r = cos(angle)*scale;
  306. per_frame_20=a_i = sin(angle)*scale;
  307. per_frame_21=b_r = translation_x;
  308. per_frame_22=b_i = translation_y;
  309. per_frame_23=
  310. per_frame_24=c_r = -cos(iangle)*iscale;
  311. per_frame_25=c_i = -sin(iangle)*iscale;
  312. per_frame_26=d_r = itranslation_u;
  313. per_frame_27=d_i = itranslation_v;
  314. per_frame_28=
  315. per_frame_29=// c^(-1)
  316. per_frame_30=c_inv_r = c_r/(c_r*c_r+c_i*c_i);
  317. per_frame_31=c_inv_i = c_i/(c_r*c_r+c_i*c_i);
  318. per_frame_32=
  319. per_frame_33=// a*c^(-1)
  320. per_frame_34=ac_r = (a_r*c_inv_r - a_i*c_inv_i);
  321. per_frame_35=ac_i = (a_r*c_inv_i - a_i*c_inv_r);
  322. per_frame_36=
  323. per_frame_37=// (bc-ad)
  324. per_frame_38=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i);
  325. per_frame_39=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r);
  326. per_frame_40=
  327. per_frame_41=// mu*c^(-1)
  328. per_frame_42=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i;
  329. per_frame_43=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r;
  330. per_frame_44=
  331. per_frame_45=q1 = ac_r;
  332. per_frame_46=q2 = ac_i;
  333. per_frame_47=q3 = mu_r;
  334. per_frame_48=q4 = mu_i;
  335. per_frame_49=
  336. per_frame_50=q5 = c_r;
  337. per_frame_51=q6 = c_i;
  338. per_frame_52=q7 = d_r;
  339. per_frame_53=q8 = d_i;
  340. per_pixel_1=vx = 0.5+cos(time*0.1)*0.5;
  341. per_pixel_2=vy = 0.5+sin(time*0.1)*0.5;
  342. per_pixel_3=vz = 0;
  343. per_pixel_4=z = 0 - vz;
  344. per_pixel_5=x = x - vx;
  345. per_pixel_6=y = y - vy;
  346. per_pixel_7=
  347. per_pixel_8=d = time*0.1-treb*treb*treb*0.00;
  348. per_pixel_9=xx = sin(d)*x + cos(d)*y;
  349. per_pixel_10=yy = cos(d)*x - sin(d)*y;
  350. per_pixel_11=
  351. per_pixel_12=x = xx;
  352. per_pixel_13=y = yy;
  353. per_pixel_14=
  354. per_pixel_15=
  355. per_pixel_16=x = x + mx;
  356. per_pixel_17=y = y + my;
  357. per_pixel_18=z = z + vz;
  358. per_pixel_19=cx = 0;
  359. per_pixel_20=cy = 0;
  360. per_pixel_21=cz = 0.5+treb*0.0;
  361. per_pixel_22=vx = 0;
  362. per_pixel_23=vy = 0;
  363. per_pixel_24=vz = 0;
  364. per_pixel_25=zoom = 0.33;
  365. per_pixel_26=w = 1/zoom*(1+sqrt(sqr(z-cz) + sqr(x-cx)+sqr(y-cy)));
  366. per_pixel_27=dx = -(x-mx)*w;// + w*(y-my);
  367. per_pixel_28=dy = -(y-my)*w ;// - w*(x-mx);
  368. warp_1=`shader_body
  369. warp_2=`{
  370. warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
  371. warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).x*0.5;
  372. warp_5=`
  373. warp_6=` float2 d = texsize.zw*4;
  374. warp_7=` float2 uv_z = (uv_orig-0.5)*0.996 + 0.5 +float2(0,0)*texsize.zw;
  375. warp_8=` float3 dx = ( GetBlur1(uv_z + float2(1,0)*d) - GetBlur1(uv_z-float2(1,0)*d) );
  376. warp_9=` float3 dy = ( GetBlur1(uv_z + float2(0,1)*d) - GetBlur1(uv_z-float2(0,1)*d) );
  377. warp_10=` uv_z -=float2(dx.z,dy.z)*texsize.zw*2;
  378. warp_11=`
  379. warp_12=`ret.z = max((tex2d(sampler_fc_main,uv_m).x-0.5)*3*saturate(1-length(uv_orig-0.5)*4), tex2d(sampler_fc_main,uv_z).z);
  380. warp_13=`ret.z += (tex2d(sampler_fc_main,uv_z).z - GetBlur1(saturate(uv_z)).z)*0.02;
  381. warp_14=`
  382. warp_15=`float2 uv_y = lerp(uv,uv_orig,1.0004);//(uv_orig-0.5)*1.004 + 0.5;
  383. warp_16=`ret.y =max(tex2d(sampler_fc_main,uv_y).y ,tex2d(sampler_fc_main,uv_y).z)-0.008;
  384. warp_17=`}
  385. comp_1=`shader_body
  386. comp_2=`{
  387. comp_3=`
  388. comp_4=`float2 ac = float2(q1,q2);
  389. comp_5=`float2 mu = float2(q3,q4);
  390. comp_6=`float2 c = float2(q5,q6);
  391. comp_7=`float2 d = float2(q7,q8);
  392. comp_8=`
  393. comp_9=`float2 z = (uv-0.5)*aspect.wz;
  394. comp_10=`
  395. comp_11=`// (c*z + d)
  396. comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
  397. comp_13=`// mu/(cz+d)
  398. comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
  399. comp_15=`
  400. comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
  401. comp_17=`
  402. comp_18=`uv = moebius;
  403. comp_19=` d = texsize.zw*4;
  404. comp_20=` float1 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) ).y;
  405. comp_21=` float1 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) ).y;
  406. comp_22=` float2 uv_y = uv-float2(dx,dy)*0.5;
  407. comp_23=`
  408. comp_24=`ret = lerp(tex2D(sampler_fc_main, uv_y).x*pow(hue_shader.zxy,4),
  409. comp_25=` lerp(pow(hue_shader,6)*1.2,pow(hue_shader,8).yzx,GetPixel(uv).z)*1.5,
  410. comp_26=` GetBlur1(uv).y*0.5);
  411. comp_27=`
  412. comp_28=`//ret = tex2D(sampler_fc_main, moebius );
  413. comp_29=`}